Game in which enemy targets are selected and acted upon according to preset policies

ABSTRACT

A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. At least one policy is selected on the basis of an operation by the user, a target is specified from among the plurality of the opponents on the basis of the selected policy, and an instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.

CROSS REFERENCE TO RELATED APPLICATION

The disclosure of Japanese Patent Application No. 2019-020978, filed onFeb. 7, 2019, is incorporated herein by reference.

FIELD

The exemplary embodiments relate to a game process in a versus game, andmore particularly relates to a process for specifying an opponent to beattacked.

BACKGROUND AND SUMMARY

Hitherto, a versus game that is a so-called falling object game in whichplayers play against each other has been known. In addition, in thisgame, two players can form a team and a 2 vs 2 team battle can beplayed. Moreover, in this game, one player in a first team can takeballs accumulated in a predetermined range of a game field of the otherplayer in the first team, as blocks. Furthermore, it is also indicatedthat, accordingly, accumulated balls reaching the upper end of the gamefield can be avoided, or the one player can attack an opponent team byusing balls of the other player.

However, in the above technology, there is only one opponent team, andthus there is substantially no room for selection of an opponent to beattacked, or such selection is poor. In other words, in a game thatindependently proceeds for respective players, a method for selecting anopponent to be attacked is poor. That is, there is room for improvementof entertainment characteristics regarding strategy of the versus gamein terms of selection of an opponent to be attacked.

Therefore, it is an object of the exemplary embodiments to provide acomputer-readable non-transitory storage medium having a game programstored therein, a processing apparatus, a game process control method,and a processing system that are capable of further enhancingentertainment characteristics regarding strategy of a versus game.

In order to attain the object described above, for example, thefollowing configuration examples are exemplified.

A configuration example is directed to a computer-readablenon-transitory storage medium having stored therein a game program to beexecuted by a computer of a processing apparatus for providing a versusgame to a user, the game program causing the computer to: perform afirst game process that proceeds independently of a second game processrelated to opponents for the user, on the basis of an operation by theuser; sequentially acquire state data indicating a second game state ofthe second game process related to each of a plurality of the opponents;sequentially generate a display image including a first image reflectinga first game state of the first game process, and a plurality of secondimages reflecting the second game states indicated by a plurality of thestate data acquired; select at least one policy, on the basis of anoperation by the user, from among a plurality of preset policies;specify at least one opponent as a target from among the plurality ofthe opponents on the basis of the selected policy; and make aninstruction that changes a game state of the opponent specified as thetarget, if a game state of the user satisfies a predetermined condition.

According to the above configuration example, the user can select thegame state of an opponent to be changed, among the plurality of theopponents, on the basis of the policy selected by the user, whileperforming the game process that proceeds independently of theopponents. Thus, entertainment characteristics regarding strategy of theversus game can be improved. In particular, when the user desires toselect a certain opponent from many opponents, quick selectionreflecting the intention of the user is enabled.

In another configuration example, the state data including specifiedinformation data indicating whether each of the plurality of theopponents has specified the user as a target may be sequentiallyacquired, and if the specified information data indicates that theopponent has specified the user as a target, the display image includinga third image for making it possible to recognize that the opponent hasspecified the user as a target may be sequentially generated.

According to the above configuration example, it is possible to easilyrecognize which opponent is targeting the user, so that it is possibleto improve a feeling of tension in the game.

In another configuration example, the second image may be generated onthe basis of the acquired state data such that the second image includesranking images that allow ranking of each of the plurality of theopponents to be recognized, and the second image may be included in thedisplay image.

In another configuration example, if one of the opponents comes into astate where the game cannot be continued, the second image may begenerated such that the second image includes the ranking image thatallow the ranking of the one of the opponents fixed at a time when theone of the opponents comes into the state where the game cannot becontinued, to be recognized, and the second image may be included in thedisplay image.

According to the above configuration example, the user is allowed torecognize the ranking of the opponent, so that it is possible to easilyrecognize the progress state of the entire versus game.

In another configuration example, even after the game state of the userbecomes a state where the game cannot be continued, the state data maycontinue to be sequentially acquired. Furthermore, even after the gamestate of the user becomes the state where the game cannot be continued,the display image including the second images may be sequentiallygenerated on the basis of the state data.

According to the above configuration example, even after the usersuffers a defeat in the versus game, the user can recognize thesubsequent game states of all the opponents. Accordingly, even after theuser suffers a defeat in the game, the user is allowed to enjoy thesubsequent state and development of the versus game in which the user isparticipating.

In another configuration example, the display image may be sequentiallygenerated such that the first image is arranged in a first area and theplurality of second images are arranged in a second area.

According to the above configuration example, in addition to the stateof the game which the user progresses, the game states of the opponentscan be presented to the user.

In another configuration example, the display image may be sequentiallygenerated such that the first image is arranged in a first area locatedat a center of the display image and each of the second images isarranged in a second area located at a position different from that ofthe first area.

According to the above configuration example, the state of the gamewhich the user progresses can be presented to the user in such a manneras to be easily distinguished from the state of the game which eachopponent progresses.

In another configuration example, the display image may be sequentiallygenerated such that the first image is arranged in a first area locatedat a center of the display image, a second area is located at a positionat each of right and left sides of the first area, and the second imagesare arranged in the respective second areas at the right and left sides.

According to the above configuration example, the game image of the gamewhich the user progresses can be displayed at the center. Images showingthe game states of the opponents can be displayed at the right and leftsides of the game image. Accordingly, movement of the line of sight ofthe user between the game image of the user and the images showing thegame states of the opponents can be minimized.

In another configuration example, a display image in which a targetimage is superimposed on the second image generated on the basis of thestate data indicating a play state of the game of the opponent specifiedas the target, may be sequentially generated.

According to the above configuration example, it is possible to easilyrecognize the opponent presently targeted by the user themselves.

In another configuration example, the versus game may be a puzzle gameof deleting puzzle objects the number of which increases over time, in aplay field. Furthermore, the instruction that increases the number ofpuzzle objects for the opponent specified as the target may be made. Thegame program may further cause the computer to: determine that the gamestate is a game state where the game cannot be continued, if anarrangement state of the puzzle objects within the play field satisfiesa defeat condition; and determine that a victory condition is satisfied,if the user remains, until the end, without satisfying the defeatcondition among the user and the plurality of the opponents.

According to the above configuration example, a versus puzzle game, inwhich a user aims to make an instruction to change the game state of anopponent as appropriate while progressing the game of the userthemselves and to continue to play until the end without satisfying thedefeat condition, can be provided to the user.

In another configuration example, the game program may further cause thecomputer to add a value to a user parameter associated with the userthat indicates how many opponents the user has defeated, if the gamestate of the one of the opponents specified as the target by the usersatisfies the defeat condition due to the puzzle objects increasing as aresult of the instruction made by the information processing apparatusof the user. Furthermore, the state data may include information of anopponent parameter associated with the one of the opponents thatindicates how many opponents the one of the opponents has defeated, andthe second image including information indicating the opponent parametermay be generated on the basis of the information.

According to the above configuration example, it is possible to easilyrecognize the user who has caused many opponents to be defeated.

In another configuration example, the value based on the opponentparameter may be added to the user parameter.

According to the above configuration example, the strategiccharacteristics of the versus game are enhanced, so that theentertainment characteristics of the game can be enhanced.

In another configuration example, if the selected policy is a firstpolicy, the one of the opponents having the largest opponent parametermay be specified as the target.

According to the above configuration example, by targeting the userhaving a large opponent parameter, the user parameter is allowed to beeasily increased.

In another configuration example, if the selected policy is a secondpolicy, an opponent who has specified the user as a target may bespecified as a target for the user on the basis of the specifiedinformation.

According to the above configuration example, the opponent who has setthe user themselves as a target can be set as a target for the userthemselves. Accordingly, when the user is targeted by many opponents, anoperation of selecting these opponents as targets can be easilyperformed. In addition, a one-sidedly disadvantageous situation for theuser is prevented from arising, so that the balance of the game can bemade appropriate.

If the selected policy is a third policy, an opponent closest to thedefeat condition may be specified as a target for the user.

At least one opponent may be specified as the target from among theplurality of the opponents on the basis of an instruction by the userregardless of the selected policy.

If the selected policy is a fourth policy, a randomly determinedopponent may be specified as a target for the user.

According to the exemplary embodiments, when the user desires to selecta certain opponent from many opponents, a quick selection operationreflecting the intention of the user can be performed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram showing the whole image of a non-limitingexample information processing system according to an exemplaryembodiment;

FIG. 2 is an external view of a non-limiting example game system;

FIG. 3 is a block diagram showing a non-limiting example of the internalconfiguration of a main body apparatus 2;

FIG. 4 is a block diagram showing a non-limiting example of the internalconfiguration of a server 101;

FIG. 5 shows a non-limiting example of a game screen according to theexemplary embodiment;

FIG. 6 is an enlarged view of a first area 151;

FIG. 7 shows a non-limiting example of a game image according to theexemplary embodiment;

FIG. 8 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 9 is an enlarged view of the first area 151;

FIG. 10 is an enlarged view of the first area 151;

FIG. 11 is an enlarged view of the first area 151;

FIG. 12 is an enlarged view of the first area 151;

FIG. 13 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 14 is an enlarged view of a second area 152L in FIG. 13;

FIG. 15 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 16 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 17 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 18 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 19 shows a non-limiting example of the game image according to theexemplary embodiment;

FIG. 20 is a memory map showing a non-limiting example of various kindsof data stored in a storage section 84 of the main body apparatus 2;

FIG. 21 shows a non-limiting example of the structure of servertransmission data 305;

FIG. 22 shows a non-limiting example of the data structure of updatedata 306;

FIG. 23 shows a non-limiting example of the structure of opponent data307;

FIG. 24 shows a non-limiting example of the data structure of wait blockdata 309;

FIG. 25 is a memory map showing a non-limiting example of various kindsof data stored in a storage section 112 of the server 101;

FIG. 26 is a diagram showing overall processing flow in cooperation withthe server 101 and each game system 1;

FIG. 27 is a flowchart showing the details of a game process;

FIG. 28 is a flowchart showing the details of the game process;

FIG. 29 is a flowchart showing the details of the game process;

FIG. 30 is a flowchart showing the details of a block deletion relatedprocess;

FIG. 31 is a flowchart showing the details of an obstruction blockprocess;

FIG. 32 is a flowchart showing the details of a game-over process; and

FIG. 33 is a flowchart showing the details of a server process.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, an exemplary embodiment will be described. FIG. 1 is aschematic diagram showing the whole image of an information processingsystem according to the exemplary embodiment. The information processingsystem 100 according to the exemplary embodiment includes a server 101and a plurality of game systems 1. The server 101 and each game system 1are configured to be able to communicate with each other via theinternet 103.

As an example of information processing executed in the aboveconfiguration, a game process will be described in the exemplaryembodiment. Specifically, while, in each game system 1, a game processthat proceeds independently of the other game systems 1 is performed onthe basis of operations by a single user, predetermined data based onthe game process is transmitted and received between the game systems 1via the server 101, whereby a game process that realizes a multiplayerversus game is performed.

Next, the game system 1 according to the exemplary embodiment will bedescribed. This game system may be any system. As an example, FIG. 2shows the external view of a game system used in this example. The gamesystem 1 shown in FIG. 2 includes a main body apparatus (an informationprocessing apparatus; which functions as a game apparatus main body inthe exemplary embodiment) 2, a left controller 3, and a right controller4. Each of the left controller 3 and the right controller 4 isattachable to and detachable from the main body apparatus 2. That is,the game system 1 can be used as a unified apparatus obtained byattaching each of the left controller 3 and the right controller 4 tothe main body apparatus 2. Furthermore, in the game system 1, the mainbody apparatus 2, the left controller 3, and the right controller 4 canalso be used as separate bodies. FIG. 2 is a diagram showing an exampleof the state where the left controller 3 and the right controller 4 areattached to the main body apparatus 2. As shown in FIG. 2, each of theleft controller 3 and the right controller 4 is attached to and unifiedwith the main body apparatus 2. The main body apparatus 2 is anapparatus for performing various processes (e.g., a game process) in thegame system 1. The main body apparatus 2 includes a display 12. Each ofthe left controller 3 and the right controller 4 is an apparatusincluding operation sections with which a user provides inputs.

FIG. 3 is a block diagram showing an example of the internalconfiguration of the main body apparatus 2. The main body apparatus 2includes a processor 81. The processor 81 is an information processingsection for executing various types of information processing to beexecuted by the main body apparatus 2. For example, the processor 81 maybe composed only of a CPU (Central Processing Unit), or may be composedof a SoC (System-on-a-chip) having a plurality of functions such as aCPU function and a GPU (Graphics Processing Unit) function. Theprocessor 81 performs the various types of information processing byexecuting an information processing program (e.g., a game program)stored in a storage section 84. The storage section 84 may be, forexample, an internal storage medium such as a flash memory and a dynamicrandom access memory (DRAM), or may be configured to utilize an externalstorage medium mounted to a slot that is not shown, or the like.

The main body apparatus 2 includes a network communication section 82.The network communication section 82 is connected to the processor 81.The network communication section 82 communicates (specifically, throughwireless communication) with an external apparatus via a network. In theexemplary embodiment, as a first communication form, the networkcommunication section 82 connects to a wireless LAN and communicateswith an external apparatus, using a method compliant with the Wi-Fistandard. Furthermore, as a second communication form, the networkcommunication section 82 wirelessly communicates with another main bodyapparatus 2 of the same type, using a predetermined communication method(e.g., communication based on a unique protocol or infrared lightcommunication). It should be noted that the wireless communication inthe above second communication form achieves the function of enablingso-called “local communication” in which the main body apparatus 2 canwirelessly communicate with another main body apparatus 2 placed in aclosed local network area, and the plurality of main body apparatuses 2directly communicate with each other to transmit and receive data.

The main body apparatus 2 includes a controller communication section83. The controller communication section 83 is connected to theprocessor 81. In the case of using the main body apparatus 2 and theleft controller 3 and the right controller 4 as separate bodies, thecontroller communication section 83 wirelessly communicates with theleft controller 3 and/or the right controller 4. The method forcommunication between the main body apparatus 2 and the left controller3 and the right controller 4 is optional. In the exemplary embodiment,the controller communication section 83 performs communication compliantwith the Bluetooth (registered trademark) standard with the leftcontroller 3 and with the right controller 4.

Furthermore, the main body apparatus 2 includes: a left terminal 17 thatis a terminal for the main body apparatus 2 to perform wiredcommunication with the left controller 3; and a right terminal 21 thatis a terminal for the main body apparatus 2 to perform wiredcommunication with the right controller 4.

Furthermore, the display 12 is connected to the processor 81. Theprocessor 81 displays a generated image (e.g., an image generated byexecuting the above information processing) and/or an externallyacquired image on the display 12.

The main body apparatus 2 includes a codec circuit 87 and the speakers(specifically, a left speaker and a right speaker) 88. The codec circuit87 is connected to the speakers 88 and a sound input/output terminal 25and also connected to the processor 81. The codec circuit 87 is acircuit for controlling the input and output of sound data to and fromthe speakers 88 and the sound input/output terminal 25.

Although not shown, it is also possible to output an image and soundgenerated by the main body apparatus 2, to an external monitor/externalspeaker via a predetermined output terminal.

[Controllers]

Although not shown, the left controller 3 and the right controller 4each include a communication control section that communicates with themain body apparatus 2. In a state where the left controller 3 and theright controller 4 are attached to the main body apparatus 2, wiredcommunication can be performed via the left terminal 17 and the rightterminal 21. Moreover, in the case of using the main body apparatus 2and the left controller 3 and the right controller 4 as separate bodies,communication with the main body apparatus 2 can be performed throughwireless communication without being performed via the terminals. Thecommunication control section acquires information regarding an input(specifically, information regarding an operation) from each inputsection of the controller. Then, the communication control sectiontransmits operation data including the acquired information (orinformation obtained by performing predetermined processing on theacquired information) to the main body apparatus 2. It should be notedthat the operation data is transmitted repeatedly, once everypredetermined time. It should be noted that the interval at which theinformation regarding an input is transmitted from each of the inputsections to the main body apparatus 2 may or may not be the same.

[Hardware Configuration of Sever]

Next, the configuration of the server 101 will be described. FIG. 4 is ablock diagram showing an example of the internal configuration of theserver 101. The server 101 includes at least a processor 111, a storagesection 112, and a communication section 113. The processor 111 executesvarious programs for controlling the server 101. The various programs tobe executed by the processor 111 and various kinds of data to be used bythe processor 111 are stored in the storage section 112. Thecommunication section 113 connects to the internet 103 by wired orwireless communication and transmits/receives predetermined data to/fromthe game systems 1.

[Outline of Game Process]

Next, an outline of the game process performed in the exemplaryembodiment will be described. In the exemplary embodiment, as an exampleof the game process, a puzzle game process of deleting “puzzle objects”,the number of which increases over time, is performed. Specifically, inthe exemplary embodiment, an action puzzle game process of, in atwo-dimensional play field, moving/rotating and stacking puzzle objectsthat fall one by one over time from the upper side of the play field,and deleting at least some of the stacked puzzle objects when apredetermined condition is satisfied, is performed (a game process alsoreferred to as “falling object puzzle”). The puzzle objects are, forexample, lattice-shaped blocks, capsule-shaped pieces, panels having apredetermined shape, or the like. In addition, examples of thepredetermined condition include filling one horizontal line with blocks,aligning a predetermined number or more of panels having the same colorin a certain direction, aligning a predetermined number or more ofpanels having the same pattern, aligning a predetermined number or moreof pieces having the same shape, and forming a predetermined shape (asquare, etc.) with blocks having the same color. In the exemplaryembodiment, as the play field, a play field having 20 vertical×10horizontal cells is assumed, and, for example, block groups formingvarious shapes fall as puzzle objects. Furthermore, the case where, whenone horizontal line in the play field is filled with blocks, the blocksare deleted, will be described as an example of the predeterminedcondition. For example, each user performs an operation of moving ablock group falling from the upper portion of a play field 1511, in theright-left direction or in the downward direction, or rotating the blockgroup. Then, the user can fix the position of the block by causing theblock to fall onto the lowermost stage of the play field or anotherblock that has already been stacked. As a result, if one horizontal lineis filled with blocks, the blocks in the one horizontal line aredeleted. In addition, if blocks are stacked up to the uppermost stage ofthe play field, the game becomes over.

Moreover, as the puzzle game process according to the exemplaryembodiment, a game process in which up to 99 users can compete with eachother is assumed. An outline of the competition will be described.First, a victory condition for the competition is “remaining until theend without the game being over among 99 users”. In this game, whileeach user individually progresses a puzzle game, the user can interferewith game progress of a predetermined other user by sendinglater-described “obstruction blocks” to the predetermined other user. Asdescribed above, each user aims to progress their own puzzle game whiletrying to obstruct other users' game progress, and to continue to playuntil the end without the game being over. In the following, sending“obstruction blocks” to another user as described above is referred toas “attack” against the other user.

More specifically, a game image shown in FIG. 5 that is an example of adisplay image is displayed on the display 12 of each game system 1.Although the components of the game image will be described in detaillater, each user performs an operation related to the puzzle game on thelater-described play field 1511 and individually progresses the puzzlegame process. In other words, basically, only the contents of operationdata generated by each user operating the own controller are reflectedin the play field of the user. That is, objects or the like for whichoperation data related to controllers operated by the other users aredirectly reflected are not present within the play field. For example,this game is not a versus game in which characters or the like operatedby a plurality of users, respectively, are present within the same stageor the same game field, and operations of the respective users arereflected therein, such as a fighting versus game and a racing game. Inthis game, when the blocks are deleted, an attack against another userwho is set as a “target” at that time can be made by sending specialblocks referred to as the above “obstruction blocks”, to the other user.In addition, conversely, “obstruction blocks” may be sent from otherusers. That is, in the exemplary embodiment, data regarding the“obstruction blocks” and data indicating a play field state of each userare transmitted and received to and from other users. Accordingly, ineach game system 1, while the puzzle game is individually progressed, animage in which the play field states of the other users are reflected isalso displayed on the basis of the transmitted and received data,thereby allowing the states of the other users to be recognized.Moreover, “attacks” made between users are also reflected. That is, theversus game process according to the exemplary embodiment is realized bylinking the game processes between the game systems 1 using thetransmitted and received data while individually progressing the puzzlegame process in each game system 1.

[Game Image Examples]

Next, the components of the game image in the puzzle game process, andusers' operations and gimmicks associated therewith will be described.FIG. 5 shows an example of a game image in the puzzle game displayed onthe display 12 of each game system 1. In FIG. 5, a first area 151, asecond area 152L, and a second area 152R (hereinafter, sometimescollectively referred to as second area 152) are shown. The first area151 is located at substantially the center of the game image, and thesecond area 152L is located at the left side of the first area 151. Inaddition, the second area 152R is located at the right side of the firstarea 151. Various images regarding the puzzle game which proceeds inaccordance with operations by the user of the game system 1 are mainlydisplayed in the first area 151. Images indicating the states of theplay fields of the puzzle games played by the other users are displayedin the second areas 152L and 152R. In the following, the other users arereferred to as “opponents”.

Next, the first area 151 will be described in detail. FIG. 6 is anenlarged view of the first area 151. In FIG. 6, the play field 1511, await block area 1512, a next block area 1513, and a badge display area1514 are displayed in the first area 151. In addition, a strategyoperation panel 1515 is also displayed near the upper end of the playfield 1511.

The play field 1511 is a two-dimensional field composed of 10 horizontalcells×20 vertical cells, and is also a main portion in the puzzle game.The above block group falls from the upper side of the play field 1511toward the lower side of the play field 1511. As described above, theuser can perform an operation of moving the block group rightward orleftward or rotating the block group within the play field 1511. Then,when one horizontal line is filled with stacked blocks, the blocks canbe deleted. In FIG. 6, each cell is demarcated by dotted lines, but, inan actual game image, such lines for indicating the cells may or may notbe displayed.

Next, the wait block area 1512 is an area for displaying informationregarding “obstruction blocks” sent from opponents. Contents displayedin this area will be described later together with description of“obstruction blocks”.

The next block area 1513 is an area for presenting block groups that areto fall. In this game, blocks having various shapes fall one by one, andthe order in which these blocks fall is the same for all the 99 users.

The badge display area 1514 is an area for displaying “badges” acquiredby the user. The “badges” indicate the number of opponents whose gameshave been over due to “obstruction blocks” sent by the user (namely, thenumber of opponents to which a finishing blow has been delivered by theuser). The “badges” will be described in detail later.

The strategy operation panel 1515 is an operation panel for selecting a“strategy”. Although described in detail later, the “strategy” is anexample of a policy for selecting an opponent to be attacked (to whichobstruction blocks are to be sent) (hereafter, referred to as a target).The processor 81 sets a certain user as a “target” from among 98opponents on the basis of the strategy selected at that time. In theexemplary embodiment, an analog stick of the right controller 4 is usedfor an operation for selecting the strategy. By tilting the analog stickin an upward, downward, leftward, or rightward direction, one of fourstrategies corresponding to the respective directions is selected. InFIG. 6, a circular image representing the analog stick is displayed atsubstantially the center of the strategy operation panel 1515, andoption images indicating strategy names are displayed in the upward,downward, leftward, and rightward directions, respectively. With such aconfiguration, it is possible to quickly perform a strategy selectionoperation without disturbing puzzle game operations (an operation formoving or rotating a block) by the user as much as possible.

Next, the second areas 152L and 152R shown in FIG. 5 will be described.As described above, the second area 152L is located at the left side ofthe first area 151, and the second area 152R is located at the rightside of the first area 151. In the second area 152L, 49 opponent images1521 indicating the states of the play fields 1511 of 49 opponents amongthe 98 opponents are displayed in a 7×7 array. In addition, in thesecond area 152R, 49 opponent images 1521 indicating the states of theplay fields 1511 of the other 49 opponents are similarly displayed in a7×7 array.

[Attacks]

Next, an attack against an opponent, that is, sending “obstructionblocks” to an opponent, will be described. The “obstruction blocks” arean example of an element that changes the state of the play field of theopponent. By sending “obstruction blocks” as described below, a highlytactical versus game can be provided.

First, the case where the user themselves attacks against an opponentwill be described. In this game, first, it is necessary to determine anopponent to which “obstruction blocks” are to be sent, that is, the“target”. The “target” is set by the processor 81 in accordance with alater-described “strategy”. In principle, only one opponent can be setas the “target”. However, in the case of “counter aim” amonglater-described “strategies”, it is possible to set a plurality ofopponents as “targets”. In the opponent image 1521 for the opponent setas the “target”, a target image 161 is displayed so as to besuperimposed thereon as shown in FIG. 7. Accordingly, the user isallowed to easily recognize whether that opponent is set as the“target”.

Next, display of a game image in the case where the user themselves isset as a “target” for other users will be described. In this case, asshown in FIG. 8, a “CAUTION” panel 162 is displayed at a lower portionof the play field 1511. Furthermore, straight lines 163 that connect the“CAUTION” panel 162 to (the central points of) the opponent images 1521for the opponents who set the user themselves as a “target” are alsodisplayed. Moreover, each of the opponent images 1521 for the opponentswho set the user themselves as a “target” is changed to a display formin which the opponent image 1521 is surrounded by a thick frame. As aresult of performing such display, particularly, in a game in which manyopponents are present as assumed in the exemplary embodiment, it ispossible to easily recognize, for example, which opponents set the userthemselves as a “target” and how many opponents set the user themselvesas a “target” when the user themselves is set as a “target” foropponents. The method for indicating that the user is set as a “target”as described above is not limited to displaying an image using the“CAUTION” panel 162 and the straight lines 163 as in this example. Anyimage and any display form may be used as long as the purpose of makingit possible to recognize that an opponent specifies the user as a“target” can be achieved.

Opponents who are set as a target and opponents who set the user as atarget change moment by moment in accordance with the later-described“strategy”. Thus, even when the “strategy” is not particularly changed,the positions at which the target image 161 and the straight lines 163are displayed can change moment by moment.

When the user deletes blocks in a state where the “target” is set asdescribed above, “obstruction blocks” corresponding to the deletedcontents (specifically, the number of lines deleted) can be sent to anopponent who is set as a “target”. In addition, conversely, “obstructionblocks” may be sent from an opponent who sets the user themselves as a“target”. Hereinafter, operation in the case where “obstruction blocks”are sent from another user will be described with reference to FIGS. 9to 12.

FIG. 9 is an enlarged view of the first area 151. This drawing shows astate where a 2 vertical×9 horizontal block group 172 is stacked in theplay field 1511. In addition, one block image 171 is displayed in thewait block area 1512. The block image 171 is an image indicatingobstruction blocks sent from an opponent. In this game, when obstructionblocks are sent from an opponent, the block image 171 is displayed oncein the wait block area 1512. Thereafter, after waiting for apredetermined waiting time, obstruction blocks corresponding to theblock image 171 appear (rise) in the play field 1511 from the lower sideof the play field 1511. In the following, the obstruction blocks thatare waiting are referred to as “waiting blocks”, and the block image 171is referred to as “wait block image”.

FIG. 10 is a diagram showing a state where obstruction blocks 173 appearin the play field 1511 after the waiting time elapses. In FIG. 10, theobstruction blocks 173 filling 9 cells except the fourth cell from leftare displayed in the lowermost line in the play field 1511. Here, in theexemplary embodiment, as for the contents of the obstruction blocks 173,blocks for 9 cells except one cell made empty in one horizontal line aregenerated as the obstruction blocks 173. In addition, the correspondingwait block image 171 is deleted from the wait block area 1512 withappearance of the obstruction blocks 173.

Here, the number of wait block images 171 displayed in the wait blockarea 1512 corresponds to the number of lines in which obstruction blocks173 are to appear. In the example in FIGS. 9 and 10, only one wait blockimage 171 is present, and thus obstruction blocks 173 only for one linealso appear. In this respect, for example, when three wait block images171 are displayed as shown in FIG. 11, obstruction blocks 173 for threelines appear as shown in FIG. 12.

[Cancellation]

Next, “cancellation” of obstruction blocks will be described. By theuser deleting blocks within the play field 1511 while the wait blockimage 171 is displayed in the wait block area 1512 as described above,the waiting block image 171 can be deleted in accordance with the numberof lines deleted. That is, when waiting blocks are present, the waitingblocks can be cancelled out by the user deleting blocks. For example,when one wait block is present, if the user deletes blocks in threelines, the blocks in one line out of the three lines deleted and thewait block are canceled out. As a result, the wait block is eliminated.In addition, obstruction blocks are sent to another user who is set as a“target” by the user at that time, on the basis of the deletion of theblocks in the other two lines. Moreover, as another example, when fivewait blocks are present and the user deletes blocks in three lines,three of the waiting blocks are cancelled out by the deletion of theblocks in the three lines. As a result, the number of waiting blocksbecomes two. As described above, by allowing obstruction blocks sent tothe user themselves to be prevented from appearing, the strategiccharacteristics of the game are enhanced.

[Badges]

Next, the “badges” that are an example of a component for indicatinginformation indicating the number of opponents caused to be defeated,that is, how many opponents the user has defeated will be described. Inthis game, if blocks are stacked up to the upper end of the game field,the game becomes over. The obstruction blocks appear so as to rise fromthe lower side of the game field. Therefore, as a result of appearanceof the obstruction blocks, blocks may reach the upper end of the gamefield, so that the game may become over. In this game, when, due toappearance of obstruction blocks sent to a “target” by the user, thegame of the “target” becomes over, the user can acquire one badge. Inother words, when a finishing blow is delivered to the “target” by anattack of the user themselves, the user can acquire one badge. Inaddition, the badges can be considered as information indicating thenumber of opponents caused to be defeated. Information indicating thenumber of badges acquired in this manner is displayed as information ofa user parameter in the badge display area 1514. FIG. 13 is an exampleof a game image indicating information regarding the badges. In FIG. 13,three badge images 181 are displayed in the badge display area 1514.That is, it is indicated that the user has acquired three badges. Inanother embodiment, a component other than the badges as in this examplemay be used as information indicating the number of opponents caused tobe defeated.

Moreover, in this game, information of the number of badges possessed byanother user is also displayed as information of an opponent parameterin the opponent image 1521. FIG. 14 shows an enlarged view of the secondarea 152L in FIG. 13. In FIG. 14, one badge image 181 is displayed nearthe upper left end in an opponent image 1521A. In addition, two badgeimages 181 are displayed near the upper left end in an opponent image1521B. This indicates that the user of the opponent image 1521Apossesses one badge and also indicates that the user of the opponentimage 1521B possesses two badges. When the user causes the game of anopponent, who already has possessed a badge as described above, to beover, the user can acquire one badge as described above, and can alsoacquire the badge possessed by the opponent. For example, when the usercauses the game of an opponent, who possesses two badges, to be over,the user can acquire 1+2 badges, that is, three badges in total.

Moreover, in this game, the number of lines in which the obstructionblocks 173 are to be caused to appear can be changed in accordance withthe number of badges possessed. In the following, the number of lines inwhich the obstruction blocks 173 are to be caused to appear (in otherwords, the number of the wait blocks) is referred to as “attack power”.In this example, for example, when the attack power is “1”, theobstruction blocks 173 for one line can be caused to appear. By addingattack power corresponding to the number of badges possessed to attackpower corresponding to the number of lines actually deleted by the user(hereinafter, referred to as basic attack power), the number of lines inwhich the obstruction blocks 173 are to be caused to appear in the playfield 1511 of an opponent is finally determined. As an example, the casewhere the user deletes blocks in one line is assumed. In this case, thebasic attack power is “1”. In such case, when the user possesses one ortwo badges, “1” is added to the attack power, so that the final attackpower is “2”. As a result, the obstruction blocks 173 for two lines canbe caused to appear in the play field of the opponent. Moreover, forexample, when the user possesses three or four badges, “2” is added tothe attack power, so that the final attack power is “3”. Furthermore,for example, when the user possesses five or six badges, “3” is added tothe attack power, so that the final attack power is “4”. As describedabove, when the user possesses many badges, the “attack power” can beincreased, so that an element of “scramble for badges” is introduced tothe game and the entertainment characteristics of the game can beenhanced.

[Pinch State]

Meanwhile, in this game, when a stacked block reaches any of the cellsin the upper five lines in the play field 1511, this state is handled asa “pinch state” that is a state where there is a high risk of the gamebeing over. When the user comes into the “pinch state”, a change indisplay form that indicates that the user is in the pinch state is made,for example, the play field 1511 is surrounded with a red frame.Moreover, when an opponent comes into the “pinch state”, the displayform of the opponent image 1521 for this user is changed so as toindicate that this user is in the “pinch state”, for example, theopponent image 1521 is displayed in a blinking manner. Accordingly, theuser is allowed to easily recognize the presence of the opponent who isin the “pinch state”. In addition, the user is allowed to easilyrecognize that the user themselves is in the “pinch state”.

[Strategies]

Next, the above-described strategies will be described. In this game,the strategies are used as policies for determining a “target” fromamong opponents whose games are not yet over. First, the significance ofthe strategies will be described. In this game, as many as 99 playerscompete with each other, and, excluding the user themselves, 98opponents are present. In addition, it is necessary to select a “target”in this game as described above. As the method for selecting the“target”, for example, causing the user to perform an operation ofdirectly selecting any one opponent image from among the 98 opponentimages displayed in total in the second area 152 is conceivable. Forexample, the user is caused to move a selection cursor, or is caused toperform a touch operation in the case where a touch panel screen isused. However, in an action puzzle game like this game, such anoperation needs to be performed in real time to some extent. Thus, it isconsidered difficult to perform an operation of examining and selectingan opponent as a “target” from such a large number of the opponents inparallel with operations for falling blocks. Therefore, in the exemplaryembodiment, strategies that are policies for selecting a “target” arepresented to the user, and are selectable by a simple operation that canbe performed in parallel with operations for the puzzle game. Then, asfor actual selection of a “target”, the processor 81 performs a processof selecting a certain opponent on the basis of the selected strategyand setting the selected opponent as a “target”.

Next, examples of the strategies defined in this game will be described.In this game, the following four strategies are presented to the usersuch that the strategies are selectable. The character stringsindicating the names of these strategies are displayed in the optionimages of the strategy operation panel 1515 shown in FIG. 6.

-   -   Strategy 1: finishing blow aim    -   Strategy 2: random    -   Strategy 3: badge aim    -   Strategy 4: counter        Hereinafter, each strategy will be described.

[Strategy 1: Finishing Blow Aim]

This strategy is a strategy as a policy of setting, as a “target”, anopponent who is in the “pinch state”. If the user selects this strategy,an opponent who is in the “pinch state” is selected as a “target”. Thatis, this strategy can be considered as a strategy of aiming at anopponent whose game seems to be easily caused to be over. When aplurality of opponents who are in the “pinch state” are present, forexample, an opponent having the largest number of blocks stacked may beselected as a “target”. Alternatively, one opponent may be randomlyselected from the plurality of opponents who are in the “pinch state”.

[Strategy 2: Random]

This strategy is a strategy of randomly selecting one user fromopponents whose games are not yet over and setting the selected user asa “target”. In this game, this strategy is selected as a defaultimmediately after start of the game.

[Strategy 3: Badge Aim]

This strategy is a strategy of setting an opponent who possesses thelargest number of badges among opponents whose games are not yet over,as a “target”. FIG. 15 shows a game image example in the case where the“badge aim” strategy is selected. In FIG. 15, the target image 161 isdisplayed so as to be superimposed on the opponent image 1521B for theopponent who possesses the largest number of badges at this time. Thatis, the opponent of the opponent image 1521B is set as a “target”. Asdescribed above, when the user themselves delivers a finishing blow tothe “target”, the user can also acquire the badges possessed by the“target”. If the user possesses many badges, the “attack power” usedwhen the user sends the obstruction blocks 173 can be increased. Thus,this strategy can be considered as a strategy that is effective when theuser desires to positively increase the number of badges.

[Strategy 4: Counter]

This strategy is a strategy of setting, as a “target”, an opponent whosets the user themselves as a “target”. If there are a plurality ofopponents who set the user themselves as a “target”, the plurality ofopponents are set as “targets”. As described above, in this game, the“target” is one opponent in principle. However, in the “counter”strategy, it is possible to set a plurality of “targets”. FIG. 16 showsa game image example in the case where the “counter” strategy isselected. In FIG. 16, the user themselves is set as a “target” by fouropponents. By the “counter” strategy, these four opponents are set as“targets”, and the target image 161 is displayed so as to besuperimposed on each of the opponent images 1521 respectivelycorresponding to the four opponents. In a state where the “counter”strategy is selected, if the number of opponents who set the userthemselves as a “target” changes, opponents who are set as “targets” andthe position at which the target images 161 are displayed are changed asappropriate in accordance with the change.

Moreover, when the “counter” strategy is selected, the attack power maybe changed in accordance with the number of opponents who set the userthemselves as a “target”, in addition to the above change of the attackpower corresponding to the number of badges. For example, when thenumber of opponents who set the user themselves as a “target” is larger,the attack power used when sending obstruction blocks to these opponentsmay be further increased. As an example, the case where the basic attackpower is “1” and the number of badges possessed is 0 is assumed. In thiscase, if the element of the “counter” strategy is not taken intoconsideration, the final attack power is “1”. In such a case, if the“counter” strategy is selected and the number of opponents who set theuser themselves as a “target” (=who are set as “targets” by the userthemselves) is 1 to 3, for example, “1” is further added to the attackpower, so that the final attack power in the “counter” strategy is “2”.In addition, if the number of such opponents is 4 to 6, for example, “2”is further added to the attack power, so that the final attack power inthe “counter” strategy is “3”. Moreover, for example, when the basicattack power is “1” and a value added based on badge is “1”, if thenumber of “targets” in the “counter” strategy is 1 to 3, the finalattack power is “3”, and, if the number of “targets” in the “counter”strategy is 4 to 6, the final attack power is “4”. That is, in additionto the addition of the attack power based on the number of badgespossessed, addition of the attack power by the “counter” strategy ismade. Accordingly, when the user themselves is targeted by moreopponents, the user can increase the attack power and make acounterattack, so that the entertainment characteristics of the game canbe enhanced. Particularly, when the number of badges possessed is large,a possibility of the user being targeted by more opponents increases. Inthis case, when the “counter” strategy is selected, more obstructionblocks can be sent to many opponents at one time, so that theentertainment characteristics of the game can be enhanced without aone-sidedly disadvantageous situation arising.

The “strategies” are not limited to the above. In another embodiment,for example, the following “strategies” may be presented to the usersuch that the “strategies” are selectable.

[Standout targeting]: Preferentially set, as a “target”, an opponenthaving high frequency of attack against the user themselves.

[One-on-one battle]: Play a one-on-one battle against an opponent whoselects “One-on-one battle”, until the game of either user becomes over.In this case, the user cannot be attacked by the other opponents.

[Pinpoint targeting]: Fixedly set one randomly selected opponent as a“target”. That is, one opponent is fixed as a “target” while thisstrategy is selected.

[Impregnable guard]: Strategy of, when blocks are deleted, stocking theblocks for use in the above-described “cancellation” without sending theobstruction blocks 173.

In another embodiment, the operation method of setting a target throughdesignation of the “strategy” described above and the operation methodof the user directly designating a “target” (for example, the user tapsone of the 98 opponent images 1521, or moves a cursor and presses apredetermined button) may be selectively usable. Accordingly, a “target”can be determined semi-automatically through an operation of selecting a“strategy” (policy for determining a “target”), and, additionally, theuser can directly determine an opponent as a “target”. Thus, regardingdetermination of a “target”, the intention of the user can be moreeasily reflected.

[What User Can do After Game is Over]

Next, a process performed when the game becomes over will be described.In this game, when the game of each user becomes over, the game can beended and display of the game image can be ended, but it is alsopossible to “watch” the competition between the opponents. For example,when the game becomes over, an inquiry about whether to watch thecompetition thereafter is made to the user. If the user chooses to watchthe competition in reply to the inquiry, the game image continues to bedisplayed until the versus game played this time is ended (until thelast player is fixed). That is, after the game becomes over, the dataindicating the game states of the opponents continues to be acquiredfrom the server 101. In this case, regarding the contents displayed inthe first area 151, the contents displayed when the game becomes over iskept displayed, and, regarding the contents displayed in the second area152, the displayed contents change in accordance with the state of theversus game after the game becomes over. The state of watching after thegame becomes over as described above is referred to as “watching mode”.

Here, display of the second area 152 after the game of an opponentbecomes over will be described with reference to FIGS. 17 and 18. FIG.17 is a diagram showing a state where the game of the opponent of theopponent image 1521A at the uppermost left side of the second area 152Lbecomes over for the first time. In FIG. 17, as the opponent image1521A, an image including characters “KO” (an image indicating that thegame is over) is displayed, and a numerical value indicating the rankingis displayed below this image. This drawing indicates that “99th place”is fixed, since the game has become over for the first time in thecompetition among 99 players.

FIG. 18 is a diagram showing a state where the game of the opponent ofthe opponent image 1521B at the uppermost right side of the second area152R becomes over for the second time after the state in FIG. 17. Sincethe game of this opponent has become over for the second time, the “98thplace” is fixed as ranking. In addition, in the opponent image 1521B, acharacter string “Watch” is also displayed between a “KO” image and avalue indicating the ranking. The character string “Watch” indicatesthat the opponent is in the watching mode. That is, the state in FIG. 18indicates that the opponent of the opponent image 1521A ends the versusgame without watching after the game is over, but the opponent of theopponent image 1521B watches after the game is over. As described above,when the game of an opponent becomes over, an image indicating that thegame is over, and the ranking are displayed in the second area 152. Inaddition, if an opponent whose game has been over chooses to watch,display indicating that the opponent chooses to watch is also performed(in the above example, a character string “Watch” is displayed).Accordingly, it can be easily recognized which opponents' games havebeen over. In addition, it can also be easily recognized how manyopponents who are in the watching mode are present.

It is needless to say that the respective display elements such as thetarget images 161, the “CAUTION” panel 162, the straight lines 163, thebadge images 181, the wait block images 171, and the “KO” image, whichhave been described above, can be simultaneously displayed in an actualgame image. FIG. 19 shows an example of a game image in which thesedisplay elements are simultaneously displayed. In actual game play, thegame proceeds while the positions at which the target images 161 and thestraight lines 163 are displayed, the number of badge images 181, thenumber of wait block images 171, etc., change moment by moment in suchdisplay.

As described above, in the versus game according to the exemplaryembodiment, in order to select a “target” from among as many as 98opponents, the user is caused to select a strategy, and the processor 81sets a “target” on the basis of the selected strategy. Accordingly, asto which opponent game state (in this example, the state of the playfield 1511) is to be changed, it is possible to make a decision thatmore reflects the intention of the user, without interfering with gameoperations by the user.

[Details of Game Process of Exemplary Embodiment]

Next, the game process in the exemplary embodiment will be described inmore detail with reference to FIGS. 20 to 33.

[Data to be Used]

First, various kinds of data to be used in the game process will bedescribed. FIG. 20 is a memory map showing an example of various kindsof data stored in the storage section 84 of the main body apparatus 2.In the storage section 84 of the main body apparatus 2, a game program301, operation data 302, server transmission data 305, update data 306,opponent data 307, a present mode 308, wait block data 309, presentstrategy data 310, present badge number data 311, image data 312, etc.,are stored.

The game program 301 is a program for performing the game processaccording to the exemplary embodiment.

The operation data 302 is data acquired from the left controller 3 andthe right controller 4, and is data indicating the content of anoperation by the user. The operation data 302 includes digital buttondata 303 indicating pressed states of various buttons of eachcontroller, analog stick data 304 indicating the content of an operationon the analog stick, etc.

The server transmission data 305 is data to be transmitted from the gamesystem 1 to the server 101. FIG. 21 shows an example of the structure ofthe server transmission data 305. In FIG. 21, the server transmissiondata 305 includes a user ID 321, play field information 322,attack-related information 323, target information 324, game-overinformation 325, watching information 326, badge information 327, etc.

The user ID 321 is information for uniquely identifying 99 users whohave participated in this game.

The play field information 322 is data for showing the state of the playfield 1511. Specifically, the play field information 322 includesinformation indicating presence/absence of a block in each of the 20vertical×10 horizontal cells. In addition, when blocks are present, theplay field information 322 also includes information indicating thecontents (for example, colors, patterns, shapes, etc.) of the blocks.

The attack-related information 323 is information indicating whethersending of obstruction blocks (attack) to a “target” has occurred. Inaddition, when sending of obstruction blocks has occurred, theattack-related information 323 also includes information indicating thenumber of lines in which the obstruction blocks are to be sent (attackpower). In other words, the attack-related information 323, togetherwith the later-described target information 324, can be considered asdata for instructing the game system 1 of the “target”, via the server101, to cause the obstruction blocks to appear.

The target information 324 is information for specifying the “target”.

The game-over information 325 is information indicating whether the gameof the user has been over. In addition, when the game becomes over, thegame-over information 325 includes information indicating whether thegame becomes over due to obstruction blocks from any opponent, andinformation for specifying the opponent who has caused the game to beover.

The watching information 326 is information indicating whether the useris the watching mode. When the user is in the watching mode, informationindicating “during watching” is set in the watching information 326.

The badge information 327 is data indicating the number of badgespresently possessed by the user.

Referring back to FIG. 20, the update data 306 is data received from theserver 101, and is data for updating the later-described opponent data307. FIG. 22 shows an example of the data structure of the update data306. The update data 306 is basically data in a table format in whichdata having contents similar to those of the server transmission data305 is one record (one row). That is, the update data 306 can beconsidered as data that is the server transmission data 305 transmittedfrom the other 98 opponents except the user themselves and received viathe server 101. Specifically, the update data 306 is data in a tableformat in which a user ID 341, play field information 342,attack-related information 343, target information 344, game-overinformation 345, watching information 346, badge information 347, etc.,which are data similar to the respective data shown in FIG. 21, form onerecord. The respective data is the same as described in FIG. 21, andthus the description thereof is omitted.

Here, although up to 99 users can participate in the versus game of theexemplary embodiment, it is not always necessary to have 99 users. Forexample, when there are only 60 participants, a process in which theprocessor 111 of the server 101 behaves as 39 users is performed. Insuch a case, in the server 101, for the 39 users (hereinafter, referredto as AI users) which the processor 111 is in charge of, data havingcontents similar to those of the server transmission data 305 aregenerated on the basis of action results of the AI users. Then, dataincluding these data is transmitted to each game system 1 and stored asthe update data 306 in each game system 1.

Moreover, the update data 306 may include, for example, data indicatingtit-for-tat attacks between opponents. That is, the data indicates whichopponent attacks which opponent. By using such data, a representationshowing a state where opponents attack against each other may bedisplayed in the second area 152.

Regarding transmission and reception of the update data 306, in anotherembodiment, the update data 306 is not transmitted and received as datain a table format as described above, and data for each user may betransmitted and received in units of one case (one record in FIG. 22).In consideration of the difference between communication speeds betweeneach game system 1 and the server 101, occurrence of a communicationlag, etc., for example, as soon as the server transmission data 305 fromeach user arrives at the server 101, the server transmission data 305may be individually transmitted to the game systems 1 of the otherusers.

Referring back to FIG. 20, the opponent data 307 is an example of datafor showing the game state of the game process for each of the 98opponents except the user themselves, and is data updated as appropriateon the basis of the update data 306. FIG. 23 shows an example of thestructure of the opponent data 307. The opponent data 307 includes animage frame number 360 for specifying one of the 98 opponent images 1521in the second area 152. The opponent data 307 is data in a table formatin which a user ID 361, play field information 362, attack-relatedinformation 363, target information 364, game-over information 365,watching information 366, and badge information 367 that have contentssimilar to those of the update data 306 are stored so as to beassociated with the image frame number 360. That is, the opponent data307 can be considered as data that is the server transmission data 305sent from each opponent and allocated to any of the 98 opponent images1521 in the second area 152.

Referring back to FIG. 20, the present mode 308 is data indicatingwhether the user is in the watching mode or whether transition to thewatching mode is being inquired (an inquiry screen is displayed). Inthis example, when transition to the watching mode is being inquired,data indicating “under inquiry” is set, and, when the watching mode hasbeen entered, data indicating “during watching” is set.

The wait block data 309 is data regarding the wait block images 171 tobe displayed in the wait block area 1512. FIG. 24 shows an example ofthe data structure of the wait block data 309. The wait block data 309includes a wait number 331, an opponent ID 332, attack power 333, and anelapsed time 334. The wait number 331 is a number for identifying eachwait block image 171 (that is, each wait block). The opponent ID 332 isinformation indicating the user ID of an opponent who has sent the waitblock. The attack power 333 is information indicating the number oflines in which the obstruction blocks 173 are to appear. The elapsedtime 334 indicates a time that elapses after the wait block is sent.

Referring back to FIG. 20, the present strategy data 310 is dataindicating the presently selected strategy. The present badge numberdata 311 is data indicating the number of badges presently possessed bythe user. In addition, the image data 312 is data of various images tobe displayed in the game process such as images of various blocks andtarget images.

[Data Stored in Server]

Next, data to be used in the server 101 will be described. FIG. 25 is amemory map showing an example of various kinds of data stored in thestorage section 112 of the server 101. In the storage section 112 of theserver 101, a server process program 381, participating user data 382,reception data 383, transmission data 384, etc., are stored.

The server process program 381 is a program for performing functionswhich the server 101 is in charge of, in the game process according tothe exemplary embodiment. Mainly, a process of receiving the servertransmission data 305 transmitted from each game system 1, a process ofprogressing the game as each AI user in the case where a process of theAI users is required, a process of generating data to be transmitted toeach game system 1, and transmitting the generated data, etc., areperformed by this program.

The participating user data 382 is data regarding up to 99 users whohave participated in the versus game according to the exemplaryembodiment. As for the data structure of the participating user data382, the participating user data 382 is data in a table format includingthe contents of the server transmission data 305 of 99 participants inthe game. Therefore, the detailed description of the structure of theparticipating user data 382 is omitted.

The reception data 383 is data that is the temporarily stored servertransmission data 305 transmitted from each game system 1. Theparticipating user data 382 is updated on the basis of the receptiondata 383.

The transmission data 384 is data for transmitting the state of eachopponent to each game system 1. In the exemplary embodiment, as for thedata structure of the transmission data 384, the transmission data 384has contents obtained by removing the data of the user of the gamesystem 1 that is the transmission destination, from the contents of theparticipating user data 382.

[Overall Processing Flow]

Next, the game process according to the exemplary embodiment will bedescribed in detail. First, the overall processing flow in cooperationwith the server 101 and each game system 1 will be described withreference to FIG. 26. In FIG. 26, a game system-side process is shown atthe left side, and a server-side process is shown at the right side.First, when start of the versus game is instructed by a certain user, apreparation process P1 is performed between each game system 1 and theserver 101. In this process, a deadline time is set, and reception ofparticipation of up to 99 users is performed. Thereafter, when thedeadline time has elapsed, if the number of participants is less than99, AI users, the number of which corresponds to the shortage, are setas appropriate, information about opponents including the AI users istransmitted to each game system, and a process P2 of executing theabove-described puzzle game is started. Thereafter, if a user whose gamehas become over arises, a process of transmitting information indicatingthe number of badges acquired (hereinafter, acquired badge number data)by this user to a user who has caused the game to be over as describedabove, is performed as necessary. Furthermore, if the number of userswhose games have become over reaches 98, the server 101 transmitsinformation indicating that the final ranking has been fixed, andinformation indicating the final ranking of each user, the user name,and the like (hereinafter, referred to as end process data) to each gamesystem. Thereafter, a process of display of the final ranking, etc., isperformed in each game system, and a process P3 of ending the game(cut-off of a communication session, etc.) is performed, whereby thegame according to the exemplary embodiment ends.

[Details of Processes Performed in Game System]

Next, the game process performed in each game system 1 will be describedin detail. FIGS. 27 to 29 are flowcharts showing the details of the gameprocess. In addition, this process is a process performed after theabove deadline time elapses. In addition, the flowcharts shown in thesefigures are merely examples of the process. Therefore, the order of eachprocess step may be changed as long as the same result is obtained. Inaddition, the values of variables and thresholds used in determinationsteps are also merely examples, and other values may be used asnecessary.

First, in step S1 in FIG. 27, various preparation processes for startingthe game are performed. Specifically, the processor 81 receives theupdate data 306 including information about each opponent, from theserver 101. Then, the processor 81 generates the opponent data 307 onthe basis of the update data 306 by allocating each opponent to any ofthe opponent images 1521 in the second area 152. In addition, althoughnot shown, the processor 81 receives falling order data indicating theorder of falling blocks, from the server 101 at this time, and storesthe falling order data in the storage section 84. In a puzzle gameexecuted later, the blocks appear in the order based on the fallingorder data, and the contents displayed in the next block area 1513 arealso updated as appropriate. Moreover, the processor 81 sets informationindicating “random” as an initial value of the strategy in the presentstrategy data 310.

Thereafter, an image to be displayed in the second area 152 is generatedon the basis of the opponent data 307, and an image to be displayed inthe first area 151 is also generated on the basis of the falling orderdata, etc. Then, a game image including these images is outputted to thedisplay 12. Thereafter, a predetermined count-down representation isperformed, and the puzzle game is started. A process loop of steps S2 toS29 described below is repeatedly performed, for example, every frameperiod.

Next, in step S2, the processor 81 receives the update data 306 from theserver 101. In addition, if the acquired badge number data and the endprocess data are present, the processor 81 receives these data.

Subsequently, in step S3, the processor 81 performs a process ofupdating various kinds of data. First, the processor 81 updates theopponent data 307 on the basis of the update data 306. Accordingly, thegame progress state of each opponent is updated. The opponent data maybe updated, for example, at a predetermined interval such as aone-second interval, rather than every frame period. This is because,basically, the puzzle game can proceed independently in each game system1, so that it is not necessary to synchronize with the other gamesystems 1 so strictly (in this game, even if there is a slight time lagin communication, the influence of the time lag is considered to besmall). In addition, the contents of the wait block data 309 are alsoupdated as appropriate on the basis of the attack-related information363 of the updated opponent data 307. That is, a process of reflectingan attack received from an opponent is also performed.

Furthermore, if the acquired badge number data has been received in stepS2, predetermined values are added to the present badge number data 311and the badge information 327 on the basis of the acquired badge numberdata, so that these data are updated. As described above, if the game ofa “target” is caused to be over by obstruction blocks sent by the userthemselves, the acquired badge number data is transmitted from theserver 101, and a predetermined number of badges can be acquired.

Next, in step S4, the processor 81 determines whether an end conditionfor the present versus game has been satisfied. Specifically, it isdetermined whether the end process data has been received from theserver 101 in step S2 described above. As a result, if the end conditionhas been satisfied (YES in step S4), the processor 81 performs a processfor ending the present versus game in step S6. Specifically, theprocessor 81 performs a process of, for example, displaying the finalranking of each user, on the basis of the end process data received fromthe server 101. Thereafter, the processor 81 performs a process forcutting off communication with the server 101, and the game processends.

On the other hand, as a result of the determination in step S4 describedabove, if the end condition has not been satisfied (NO in step S4), instep S5, the processor 81 refers to the wait block data 309 and updatesthe elapsed time 334 for the wait block that is present at that time.For example, a process of counting up the elapsed time 334 is performed.

Next, in step S7, the processor 81 acquires the operation data 302.Next, in step S8, the processor 81 determines whether the present mode308 is “during watching”. That is, the processor 81 determines whether(the game of the user is already over and) the user has been in thewatching mode. As a result of the determination, if the present mode 308is “during watching” (YES in step S8), the processor 81 advances theprocessing to step S26 described later.

On the other hand, if the present mode 308 is not “during watching” (NOin step S8), the processor 81 subsequently determines in step S9 whetherthe present mode 308 is “under inquiry”. If the present mode 308 is“under inquiry”, the processor 81 determines in step S12 in FIG. 28whether the operation content indicated by the operation data 302 is atransition instruction to transition to the watching mode. As a result,if the transition instruction has been made (YES in step S12), in stepS13, the processor 81 updates the game-over information 325 such thatthe game-over information 325 includes information indicating that thegame of the user has been over. Furthermore, in step S14, the processor81 sets information indicating “during watching”, in the present mode308 and the watching information 326 of the server transmission data305. Thereafter, the processor 81 advances the processing to step S26described later.

On the other hand, as a result of the determination in step S12, if thetransition instruction has not been made (NO in step S12), the processor81 determines in step S15 whether the operation content indicated by theoperation data 302 is an instruction to end the game. That is, it isdetermined whether ending the game without watching has been selected bythe user after the game becomes over. If the operation content indicatedby the operation data 302 is an instruction to end the game (YES in stepS15), in step S16, the processor 81 updates the game-over information325 such that the game-over information 325 includes informationindicating that the game of the user has been over. Subsequently, instep S17, the processor 81 performs a process of transmitting the servertransmission data 305 to the server 101. Thereafter, in step S18, theprocessor 81 performs a process for ending the game. Unlike the processin step S6 described above, here, display of the final ranking, etc.,are not performed, and the game process is ended (that is, a process ofleaving the game halfway is performed). In addition, by the transmissionprocess in step S17 described above, a notification indicating that thegame of the user has been over and the user will not watch thereafter issent to the server 101 (and the other opponents).

Referring back to FIG. 27, as a result of the determination in step S9described above, if the present mode 308 is not “under inquiry” (NO instep S9), the processor 81 determines in step S10 whether the operationcontent indicated by the operation data 302 is an operation for changingthe strategy as described above (in this example, an operation on theanalog stick of the right controller 4). As a result of thedetermination, if the operation for changing the strategy has beenperformed (YES in step S10), the content of the present strategy data310 is updated on the basis of the operation content indicated by theoperation data 302. Thereafter, the processor 81 advances the processingto step S26 described later.

On the other hand, as a result of the determination in step S10, if theoperation for changing the strategy has not been performed (NO in stepS10), subsequently, in step S19 in FIG. 29, the processor 81 performs aprocess of referring to the present strategy data 310 and selecting the“target” on the basis of the presently selected strategy. Specifically,the following process is performed by the processor 81. First, if thepresent strategy is “finishing blow aim”, the processor 81 refers to theopponent data 307, and extracts any opponent who is in the “pinch state”as described above, on the basis of the play field information 362 ofeach opponent. As a result of the extraction, if there is only oneopponent in the “pinch state”, the processor 81 sets the user ID 361indicating this opponent, in the target information 324 to set thisopponent as a “target”. In addition, if there are a plurality ofopponents in the “pinch state”, the processor 81 determines one opponentout of these opponents as a “target” (the method for the determinationmay be any method), and sets the user ID 361 indicating the oneopponent, in the target information 324. Moreover, if the presentstrategy is “random”, the processor 81 randomly selects one opponentfrom among the opponents, and sets the user ID 361 indicating theselected opponent, in the target information 324. Furthermore, if thepresent strategy is “badge aim”, the processor 81 refers to the opponentdata 307, selects a certain opponent on the basis of the badgeinformation 367 of each opponent, and sets the user ID 361 indicatingthe selected opponent, in the target information 324. Furthermore, ifthe present strategy is “counter”, the processor 81 refers to theopponent data 307, and specifies an opponent who sets the userthemselves as a “target”, on the basis of the target information 364.Then, the processor 81 sets the user ID 361 of the specified opponent(if a plurality of such opponents are present, the user IDs 361 of allthe opponents) in the target information 324 of the server transmissiondata 305.

Next, in step S20, the processor 81 moves the block within the playfield 1511 on the basis of the operation data 302 or on the basis of thepassage of time. If the operation content indicated by the operationdata 302 is an operation for moving the block leftward, rightward, ordownward, or rotating the block, the processor 81 moves or rotates theblock in accordance with the operation content. In addition, even if anoperation for the block has not been performed by the user, a process ofmoving the block downward by one cell is also performed each time apredetermined time elapses.

Next, in step S21, the processor 81 determines whether the position atwhich the block is arranged has been fixed. If the position at which theblock is disposed has not been fixed (NO in step S21), the processor 81advances the processing to step S23 described later. If the position atwhich the block is arranged has been fixed (YES in step S21), theprocessor 81 performs a block deletion related process in step S22.

FIG. 30 is a flowchart showing the details of the block deletion relatedprocess. First, in step S41, the processor 81 determines whether adeletion condition for blocks has been satisfied as a result of thearrangement of the block being fixed. In the exemplary embodiment, it isdetermined whether there are blocks filling one horizontal line in theplay field 1511. As a result of the determination, if the deletioncondition has not been satisfied (NO in step S41), the processor 81proceeds to a process in step S49 described later. On the other hand, ifthe deletion condition has been satisfied (YES in step S41),subsequently, in step S42, the processor 81 calculates the number oflines in which blocks are to be deleted. That is, how many lines are tobe deleted is calculated.

Next, in step S43, the basic attack power is calculated on the basis ofthe number of lines to be deleted. In this example, the number of linesto be deleted and the value of the basic attack power are made equal toeach other. For example, if the number of lines to be deleted is 1, thebasic attack power is 1, and, if the number of lines to be deleted is 3,the basic attack power is 3.

Next, in step S44, the processor 81 refers to the wait block data 309and determines whether any wait block presently exists. If no wait blockexists (NO in step S44), the processor 81 advances the processing tostep S47 described later. If any wait block exists (YES in step S44), aprocess of cancelling the number of lines to be deleted and the waitblock is subsequently performed in step S45. For example, if two linescan be deleted in a state where three wait block images 171 exist, 2 issubtracted from the attack power 333 of the wait block data 309.Accordingly, a process for reducing the wait block images 171 displayedin the screen is also performed. In addition, as a result of thesubtraction, if the attack power becomes equal to or less than 0, aprocess of deleting a record for the wait block that makes the attackpower to be 0, from the wait block data 309, is also performed.Moreover, for example, the case where a wait block for which the waitnumber 331 is “1” in the wait block data 309 and a wait block for whichthe wait number 331 is “2” in the wait block data 309 are present, isassumed. It is also assumed that the attack power for the wait block forwhich the wait number 331 is “1” is “1”, and the attack power for thewait block for which the wait number 331 is “2” is “3”. In this case,when two lines are deleted, the wait block for which the wait number 331is “1” is completely cancelled, and one line is cancelled for the waitblock for which the wait number 331 is “2” (the attack power 333 isdecreased to 2). That is, the wait blocks are canceled in the order froma wait block having a smaller wait number 331.

Next, in step S46, the processor 81 decreases the basic attack power inaccordance with the cancelled content. For example, if cancellation ofone line has been performed, “1” is subtracted from the basic attackpower.

Next, in step S47, the processor 81 corrects the basic attack power onthe basis of the number of badges possessed by the user that isindicated by the badge information 327. Furthermore, when the presentlyselected strategy is “counter”, the processor 81 corrects the basicattack power on the basis of the number of opponents who set the userthemselves as a “target”. For example, when the number of badgespossessed is 1, 1 is added to the basic attack power. Moreover, when thestrategy is “counter” and the user themselves is set as a “target” bythree opponents (this can be recognized on the basis of the opponentdata 307), 1 is further added to the basic attack power in addition tothe addition based on badge. As an example, “basic attackpower+correction attack power based on number of badges+correctionattack power based on “counter” strategy” is calculated as final attackpower to a “target”. Then, the processor 81 sets the attack powercalculated in this manner, together with information indicating that anattack against the “target” has occurred, in the attack-relatedinformation 323 of the server transmission data 305.

Next, in step S48, the processor 81 performs a process of updating thecontents of the play field 1511 with the deletion of the blocks. Thatis, a process of updating the arrangement of the blocks after thedeletion is performed.

Next, in step S49, the processor 81 performs an obstruction blockprocess. FIG. 31 is a flowchart showing the details of the obstructionblock process. In FIG. 31, first, in step S61, the processor 81 refersto the wait block data 309 and determines whether there is any waitblock for which the elapsed time 334 exceeds a preset certain waitingtime. As a result of the determination, if there is no such wait block(NO in step S61), the obstruction block process ends. On the other hand,if there is such a wait block (YES in step S61), the processor 81subsequently generates the obstruction blocks 173 in step S62.Specifically, the processor 81 determines the number of lines in whichthe obstruction blocks 173 are to be caused to appear, on the basis ofthe attack power 333 of the wait block data 309. Then, the processor 81determines the contents of the obstruction blocks 173 for each of thelines. In this example, as described above with reference to FIG. 10,blocks for 9 cells except one cell made empty in one horizontal line aregenerated as the obstruction blocks 173.

Next, in step S63, the processor 81 performs a process of arranging thegenerated obstruction blocks 173 in the play field 1511 and updating thecontents of the play field 1511 after the arrangement. In this example,the obstruction blocks 173 are arranged so as to rise from the lowerside. In addition, a process of deleting the wait block corresponding tothe obstruction blocks 173 caused to appear, from the wait block data309, is also performed. Moreover, accordingly, a process of deleting thecorresponding wait block image 171 from the wait block area 1512 is alsoperformed. Then, the obstruction block process ends.

Referring back to FIG. 30, subsequently, in step S50, the processor 81performs a process for displaying a block falling next, on the basis ofthe falling order data. In addition, the processor 81 also performs aprocess of updating the contents displayed in the next block area 1513.Then, the block deletion related process ends.

Referring back to FIG. 29, subsequently, in step S23, the processor 81determines whether the state of the play field 1511 satisfies acondition for causing the game to be over. In this example, if blockshave been stacked up to the uppermost stage of the play field, it isdetermined that the condition for causing the game to be over issatisfied. As a result of the determination, if the game is not over (NOin step S23), the processor 81 determines in step S24 whether the stateof the play field 1511 is the above “pinch state”. As a result, if thestate of the play field 1511 is not the “pinch state” (NO in step S24),the processor 81 advances the processing to step S26. On the other hand,if the state of the play field 1511 is the “pinch state” (YES in stepS24), the processor 81 changes the display form of the play field 1511to a display form indicating that the state of the play field 1511 isthe “pinch state”, in step S25.

Subsequently, in step S26, the processor 81 generates a game image thatreflects the contents of the above processes, and outputs the game imageto the display 12. Specifically, the processor 81 generates images to bedisplayed in the second area 152, that is, a total of 98 opponent images1521, on the basis of the play field information 362 of the opponentdata 307. In addition, the processor 81 superimposes the target image161 on the opponent image 1521 for an opponent who is targeted by theuser themselves, on the basis of the target information 324. Moreover,on the basis of the target information 364 of the opponent data 307, theprocessor 81 arranges the “CAUTION” panel 162 at the lower portion ofthe play field 1511 and further generates and arranges the straight line163 connecting the “CAUTION” panel 162 to the opponent image 1521 for anopponent who is targeting the user themselves. Furthermore, theprocessor 81 also determines contents to be displayed in the wait blockarea 1512, the badge display area 1514, and the strategy operation panel1515, on the basis of the wait block data 309, the present strategy data310, and the present badge number data 311. Moreover, the processor 81refers to the game-over information 365 and determines whether the gamesof the respective opponents have been over. If the game of an opponenthas been over, the processor 81 further determines whether the opponentis in the watching mode, on the basis of watching information 366. Then,on the basis of the result of the determination, the processor 81generates an image indicating that the game has been over and indicatingwhether the opponent is watching (see FIGS. 17 and 18 described above)as the opponent image 1521. Accordingly, the states of the games of the98 opponents can be presented to the user. Furthermore, as an image tobe displayed in the first area 151, the processor 81 also generates animage that reflects various processes related to the play field 1511described above. If the game of the user has been over and the user hasbeen in the watching mode, further update of the contents of the playfield 1511 is not performed, and thus an image indicating the state ofthe play field 1511 when the game is over is generated. Then, a gameimage to be outputted is generated by combining these images and isoutputted to the display 12.

Subsequently, in step S27, the processor 81 performs a process ofupdating the content of the play field information 322 of the servertransmission data 305 such that the state of the play field 1511 afterthe above process is reflected is indicated. After the game of the userbecomes over (when the present mode 308 is “under inquiry” or “duringwatching”), update of the play field information 322 is not performed.

Next, in step S28, the processor 81 performs a process of transmittingthe server transmission data 305 to the server 101. Then, the processor81 returns to step S2 described above, and the process is repeated.

On the other hand, as a result of the determination in step S23described above, if the game is over (YES in step S23), a game-overprocess is performed in step S29. FIG. 32 is a flowchart showing thedetails of the game-over process. First, in step S81, the processor 81determines whether the game is over this time due to appearance of theobstruction blocks 173. As result, if the game is over this time not dueto appearance of the obstruction blocks 173 (NO in step S81), theprocessor 81 advances the processing to step S83. On the other hand, ifthe game is over this time due to appearance of the obstruction blocks173 (YES in step S81), the processor 81 updates the game-overinformation 325 in step S82. Specifically, the processor 81 performs aprocess of setting information for causing the opponent who has sent theobstruction blocks 173, to acquire a badge, in the game-over information325. That is, the game-over information 325 is set such that thegame-over information 325 includes the user ID of the opponent who hassent the obstruction blocks 173 and information indicating the number ofbadges possessed by the user at that time. Accordingly, the badgespossessed by the user at that time can be given to the opponentindicated here.

Next, in step S83, the processor 81 sets “under inquiry” in the presentmode 308. Next, in step S84, the processor 81 generates an inquiry imagethat inquires of the user about whether to watch, and outputs theinquiry image to the display 12. Accordingly, the game-over processends. After the game-over process ends, the processor 81 returns to stepS2 described above, and the process is repeated.

This is the end of the detailed description of the game processperformed in each game system 1.

[Details of Process at Server Side]

Next, a process performed in the server 101 will be described in detail.FIG. 33 is a flowchart showing the details of a server process performedby the processor 111 of the server 101. First, in step S101, theprocessor 111 performs a preparation process. Specifically, theprocessor 111 generates the participating user data 382 on the basis ofdata transmitted from each game system 1 that participates in the game.At this time, if the number of the participants is less than 99, theprocessor 111 is in charge of users for the shortage as AI users.Therefore, the processor 111 also generates data regarding the AI userssuch that the data is included in the participating user data 382.Thereafter, when it becomes ready to start the versus game, theprocessor 11 transmits information indicating start of the versus game,to each game system 1.

Next, in step S102, the processor 111 refers to the participating userdata 382 and determines whether a game end condition has been satisfied.For example, the processor 111 determines whether the number of userswhose games have been over has reached 98. As a result of thedetermination, if the end condition has not been satisfied (NO in stepS102), the processor 111 performs a reception process, that is, theprocessor 111 receives the server transmission data 305 transmitted fromeach game system 1, in step S103.

Next, in step S104, the processor 111 performs a puzzle game processrelated to the AI users. If no AI user is unnecessary, this process isnot performed.

Next, in step S105, the processor 111 updates the participating userdata 382 on the basis of the received data and the result of the puzzlegame process for the AI users.

Next, in step S106, the processor 111 performs a process regardingacquiring the badge when the game is over. That is, the processor 111performs a process of causing a predetermined user to acquire the badge,on the basis of the game-over information included in the participatinguser data 382. For example, when the game of a user A has become overdue to obstruction blocks sent from a user B, information indicatingthat the game of the user A has become over due to the obstructionblocks sent from the user B is included in the game-over information 325transmitted from the user A. On the basis of this information, theprocessor 111 determines to cause the user B to acquire one badge.Furthermore, the processor 111 refers to the badge information 327 ofthe user A, and, if the user A possesses one or more badges, theprocessor 111 further adds the number of the badges possessed, anddetermines to cause the user B to acquire the added badges. Then, theprocessor 111 generates information indicating the number of badgeswhich the user B is to be caused to acquire, as the acquired badgenumber data the destination of which is set to the user B.

Next, in step S107, the processor 111 generates transmission data to betransmitted to each game system 1. Specifically, the processor 111generates, as transmission data, data related to the users other thanthe user of the game system 1 that is the transmission destination. Forexample, as transmission data to a user A, transmission data includingthe 98 users except the user A is generated. In addition, if theacquired badge number data has been generated, this data is included intransmission data to the corresponding user. Then, the processor 111transmits the transmission data to each game system 1 that hasparticipated in the game. At this time, the processor 111 may nottransmit such transmission data to the game system 1 of the user whosegame has been over and who has chosen not to watch. After this process,the processor 111 returns to step S102 described above, and the processis repeated.

On the other hand, as a result of the determination in step S102described above, if the game end condition has been satisfied (YES instep S102), the processor 111 generates the end process data includinginformation such as final ranking and transmits the end process data toeach game system 1, in step S108. At this time as well, the processor111 may not transmit the end process data to the game system 1 of theuser whose game has been over and who has chosen not to watch.

This is the end of the description of the process at the server side.

As described above, in the exemplary embodiment, as for selection of anattack target in the versus game in which as many as 98 opponents arepresent, by causing the user to select the “strategy” described above,an easy selection operation is enabled while the intention of the useris reflected. Accordingly, in the game in which the user competes withmany opponents, the ease of selection in the game in which it isnecessary to designate an opponent, for example, by setting the opponentas an attack target can be further improved.

Moreover, images respectively corresponding to the many opponentsdescribed above are also displayed, and the target images 161, the“CAUTION” panel 162, and the straight lines 163 are displayed.Accordingly, who the user themselves has selected or who has selectedthe user themselves can be more clearly presented.

[Modifications]

In the embodiment described above, as for display of the ranking of eachuser, the case of displaying the ranking of the user when the game ofthe user becomes over and the ranking of the user is fixed, is shown. Inanother embodiment, the ranking may be displayed in real time. Forexample, in the case of determining the ranking on the basis of thenumber of “badges” possessed in the versus game described above, theranking at that time may be displayed so as to be superimposed on theopponent image 1521 in accordance with the number of badges possessed byeach user. Then, the display of the ranking may be changed in real timein accordance with a change in the number of badges possessed.

In the embodiment described above, the target image 161 is displayed soas to be superimposed on the opponent image 1521 for the opponent who isset as a “target”. In another embodiment, instead of displaying thetarget image 161, the display form of the opponent image 1521 itself maybe changed. For example, the opponent image 1521 may be displayed suchthat the size thereof is slightly increased, or a predeterminedanimation representation may be performed on the opponent image 1521.

Moreover, as an example of the method for changing the game state ofeach opponent, the example of interfering with progress of the puzzlegame of the opponent by sending the “obstruction blocks” to the opponenthas been described above, but the method for changing the game state ofeach opponent is not limited thereto. In another embodiment, forexample, any method other than the method using the “obstruction blocks”may be used, as long as the method includes a content that interfereswith progress of the game of the opponent, such as decreasing thedurability of the opponent such as the physical strength/HP of theopponent, decreasing an allocated time of the opponent, and temporarilypreventing reception of a game operation performed by the opponent.

As for display in the second area 152, in the embodiment describedabove, an image of “KO” shown in FIG. 17 described above or the like isdisplayed as display of an opponent whose game has been over. That is,when the game of the opponent becomes over, the display of the opponentis changed. As for this point, in another embodiment, a process usingthe element of a so-called bingo game may be performed using the secondarea 152. Specifically, while the opponent images 1521 are arranged in a7×7 array, a certain effect such as improvement of the attack power maybe imparted in accordance with the opponent images 1521 for the users,whose games have become over due to attack of the user, being arrangedvertically, horizontally, or obliquely in one line (formation of bingo).Accordingly, the entertainment characteristics of the game can befurther enhanced.

Moreover, in another embodiment, the above-described game may beexecuted as a 49 vs 49 team battle by using the game image configurationshown in FIG. 5. For example, the user belongs to any of two teams, and49 opponent images 1521 indicating the states of the play fields 1511 of49 users of the ally team including the user themselves are displayed inthe second area 152L in FIG. 5. The play field 1511 for which the userperforms an operation, etc., are displayed in the first area 151,similar to the embodiment described above. Then, 49 opponent images 1521for the enemy team composed of the other 49 users are displayed in thesecond area 152R. In this case, the opponents who can be set as“targets” may be limited to the opponents of the enemy team. Therefore,the target image 161 or the straight line 163 is displayed for any ofthe opponent images 1521 in the second area 152R. Accordingly, a versusgame having the game nature of a team battle different from that in theembodiment described above can be realized by using the same game imageconfiguration and display elements as in the embodiment described above.

Moreover, in another embodiment, the game systems 1 may be connected(peer-to-peer) to each other, for example, by using short-range wirelesscommunication or the like, not via the server 101, and perform theversus game process described above.

For example, the above game process may be performed by only a singlegame system 1 with only one user and with the other 98 opponents beingset as the AI users. In this case, exchange of data indicating the gamestate is completed within the game system 1. For example, the servertransmission data 305 for the 98 AI users which the processor 81 is incharge of may be stored as the update data 306 in the storage section84, instead of being transmitted to the server 101.

In the embodiment described above, the action puzzle game process ofstacking puzzle objects falling from the upper side, aligning the puzzleobjects in one horizontal line, and deleting the puzzle objects has beendescribed as an example. However, the above process is not limited tosuch a puzzle game, and can be applied to various action puzzle gameprocesses. For example, the above process can be applied to a puzzlegame process in which the puzzle objects appear from the lower sidetoward the upper side.

In the embodiment described above, as an example of the game process,the puzzle game has been described. However, the game process is notlimited to the puzzle game process. In another embodiment, the aboveprocess may be applied to a game process other than a puzzle game, aslong as game processes related to the user and a plurality of opponentsindependently proceed in the game.

As for the position relationship between the first area 151 and thesecond area 152, the example in which the first area 151 is located atthe center of the game image and the two second areas 152 are located atthe right and left sides of the first area 151 is shown in the aboveexample. The position relationship is not limited thereto, and thesecond areas 152 may be located above and below the first area 151, forexample. Furthermore, the positions of the second areas 152 are notfixed and may be constantly moved around the first area 151, forexample.

The above game process can be performed not only in the above gamesystems 1 but also in information processing apparatuses such ashand-held game apparatuses and smartphones. Here, in the case ofperforming the above process in a hand-held game apparatus having twodisplay screens, for example, the above first area (an image regardinggame play by the user) may be displayed on a first display screen, andthe above second area (that is, the opponent images 1521 for 98opponents) may be displayed on a second display screen.

Moreover, in another embodiment, the above series of processes accordingto the game process of each user may be performed in an informationprocessing system that includes a plurality of information processingapparatuses. For example, in an information processing system thatincludes a terminal side apparatus and a server side apparatus capableof communicating with the terminal side apparatus via a network, a partof the series of processes may be performed by the server sideapparatus. Alternatively, in an information processing system thatincludes a terminal side apparatus and a server side apparatus capableof communicating with the terminal side apparatus via a network, a mainprocess of the series of the processes may be performed by the serverside apparatus, and a part of the series of the processes may beperformed by the terminal side apparatus. For example, the server sideapparatus may perform a main game process, and the terminal sideapparatus may receive and display a game image generated as a result ofthe game process at the server side apparatus, thereby progressing thegame. Still alternatively, in the information processing system, aserver side system may include a plurality of information processingapparatuses, and a process to be performed in the server side system maybe divided and performed by the plurality of information processingapparatuses.

While the exemplary embodiments have been described in detail, theforegoing description is in all aspects illustrative and notrestrictive. It is to be understood that numerous other modificationsand variations can be devised without departing from the scope of theexemplary embodiments.

What is claimed is:
 1. A computer-readable non-transitory storage mediumhaving stored therein a game program to be executed by a computer of aprocessing apparatus for providing a versus game to a user, the gameprogram causing the computer to: perform a first game process thatproceeds independently of a second game process related to opponents forthe user, on the basis of an operation by the user; sequentially acquirestate data indicating a second game state of the second game processrelated to each of a plurality of the opponents; sequentially generate adisplay image including a first image reflecting a first game state ofthe first game process, and a plurality of second images reflecting thesecond game states indicated by a plurality of the state data acquired;select at least one policy, on the basis of an operation by the user,from among a plurality of preset policies; specify at least one opponentas a target from among the plurality of the opponents on the basis ofthe selected policy; and make an instruction that changes a game stateof the opponent specified as the target, if a game state of the usersatisfies a predetermined condition.
 2. The storage medium according toclaim 1, wherein the state data including specified information dataindicating whether each of the plurality of the opponents has specifiedthe user as a target is sequentially acquired, and if the specifiedinformation data indicates that the opponent has specified the user as atarget, the display image including a third image for making it possibleto recognize that the opponent has specified the user as a target issequentially generated.
 3. The storage medium according to claim 1,wherein the second image is generated on the basis of the acquired statedata such that the second image includes ranking images that allowranking of each of the plurality of the opponents to be recognized, andthe second image is included in the display image.
 4. The storage mediumaccording to claim 3, wherein, if one of the opponents comes into astate where the game cannot be continued, the second image is generatedsuch that the second image includes the ranking image that allow theranking of the one of the opponents fixed at a time when the one of theopponents comes into the state where the game cannot be continued, to berecognized, and the second image is included in the display image. 5.The storage medium according to claim 1, wherein even after the gamestate of the user becomes a state where the game cannot be continued,the state data continues to be sequentially acquired, and even after thegame state of the user becomes the state where the game cannot becontinued, the display image including the second images is sequentiallygenerated on the basis of the state data.
 6. The storage mediumaccording to claim 1, wherein the display image is sequentiallygenerated such that the first image is arranged in a first area and theplurality of second images are arranged in a second area.
 7. The storagemedium according to claim 6, wherein the display image is sequentiallygenerated such that the first image is arranged in a first area locatedat a center of the display image and each of the second images isarranged in a second area located at a position different from that ofthe first area.
 8. The storage medium according to claim 6, wherein thedisplay image is sequentially generated such that the first image isarranged in a first area located at a center of the display image, asecond area is located at a position at each of right and left sides ofthe first area, and the second images are arranged in the respectivesecond areas at the right and left sides.
 9. The storage mediumaccording to claim 1, wherein a display image in which a target image issuperimposed on the second image generated on the basis of the statedata indicating a play state of the game of the opponent specified asthe target, is sequentially generated.
 10. The storage medium accordingto claim 2, wherein the versus game is a puzzle game of deleting puzzleobjects the number of which increases over time, in a play field, theinstruction that increases the number of puzzle objects for the opponentspecified as the target is made, and the game program further causes thecomputer to: determine that the game state is a game state where thegame cannot be continued, if an arrangement state of the puzzle objectswithin the play field satisfies a defeat condition; and determine that avictory condition is satisfied, if the user remains, until the end,without satisfying the defeat condition among the user and the pluralityof the opponents.
 11. The storage medium according to claim 10, whereinthe game program further causes the computer to add a value to a userparameter associated with the user that indicates how many opponents theuser has defeated, if the game state of the one of the opponentsspecified as the target by the user satisfies the defeat condition dueto the puzzle objects increasing as a result of the instruction made bythe information processing apparatus of the user, the state dataincludes information of an opponent parameter associated with the one ofthe opponents that indicates how many opponents the one of the opponentshas defeated, and the second image including information indicating theopponent parameter is generated on the basis of the information.
 12. Thestorage medium according to claim 11, wherein, the value based on theopponent parameter is added to the user parameter.
 13. The storagemedium according to claim 11, wherein, if the selected policy is a firstpolicy, the one of the opponents having the largest opponent parameteris specified as the target.
 14. The storage medium according to claim 2,wherein, if the selected policy is a second policy, an opponent who hasspecified the user as a target is specified as a target for the user onthe basis of the specified information.
 15. The storage medium accordingto claim 10, wherein, if the selected policy is a third policy, anopponent closest to the defeat condition is specified as a target forthe user.
 16. The storage medium according to claim 1, wherein at leastone opponent is specified as the target from among the plurality of theopponents on the basis of an instruction by the user regardless of theselected policy.
 17. The storage medium according to claim 16, wherein,if the selected policy is a fourth policy, a randomly determinedopponent is specified as a target for the user.
 18. A processingapparatus for providing a versus game to a user, the processingapparatus including at least one processor, the processing apparatusexecuting: performing a first game process that proceeds independentlyof a second game process related to opponents for the user, on the basisof an operation by the user; sequentially acquiring state dataindicating a second game state of the second game process related toeach of a plurality of the opponents; sequentially generating a displayimage including a first image reflecting a first game state of the firstgame process, and a plurality of second images reflecting the secondgame states indicated by a plurality of the state data acquired;selecting at least one policy, on the basis of an operation by the user,from among a plurality of preset policies; specifying at least oneopponent as a target from among the plurality of the opponents on thebasis of the selected policy; and making an instruction that changes agame state of the opponent specified as the target, if a game state ofthe user satisfies a predetermined condition.
 19. A processing systemfor providing a versus game to a user, the processing system includingat least one processor, the at least one processor included in theprocessing system singly or in cooperation executing: performing a firstgame process that proceeds independently of a second game processrelated to opponents for the user, on the basis of an operation by theuser; sequentially acquiring state data indicating a second game stateof the second game process related to each of a plurality of theopponents; sequentially generating a display image including a firstimage reflecting a first game state of the first game process, and aplurality of second images reflecting the second game states indicatedby a plurality of the state data acquired; selecting at least onepolicy, on the basis of an operation by the user, from among a pluralityof preset policies; specifying at least one opponent as a target fromamong the plurality of the opponents on the basis of the selectedpolicy; and making an instruction that changes a game state of theopponent specified as the target, if a game state of the user satisfiesa predetermined condition.
 20. A game process control method executed bya computer that controls a processing apparatus for providing a versusgame to a user, the game process control method causing the computer to:perform a first game process that proceeds independently of a secondgame process related to opponents for the user, on the basis of anoperation by the user; sequentially acquire state data indicating asecond game state of the second game process related to each of aplurality of the opponents; sequentially generate a display imageincluding a first image reflecting a first game state of the first gameprocess, and a plurality of second images reflecting the second gamestates indicated by a plurality of the state data acquired; select atleast one policy, on the basis of an operation by the user, from among aplurality of preset policies; specify at least one opponent as a targetfrom among the plurality of the opponents on the basis of the selectedpolicy; and make an instruction that changes a game state of theopponent specified as the target, if a game state of the user satisfiesa predetermined condition.